[Data]
life = 1660          ;
attack = 100         ;
defence = 100;75        ;100% defensive power (more is stronger)
fall.defence_up = 20
liedown.time = 24
airjuggle = 18       
sparkno = 0 ;blood:     0-red   1-green      2-black      -1 noblood ;    const(data.sparkno)
guard.sparkno = 0   
KO.echo = 1;    SEX :   1-man    0-girl      const(data.KO.echo)
volume = 10
IntPersistIndex = 58
FloatPersistIndex = 5

[Size]
xscale = 1
yscale = 1
ground.back = 25     ;
ground.front = 30    ;
air.back = 20        ;
air.front = 20       ;P
z.width = 3          ;P
height = 125	      
attack.width = 4,4   ;
attack.dist = 20    ;
proj.attack.dist = 20
proj.doscale = 1    ;
head.pos = -2, -93   
mid.pos = -2, -60    
shadowoffset = 0     

[Velocity]
walk.fwd  = 3.25
walk.back = -2.25
run.fwd  = 8, 0
run.back = -4.5,-3.8
jump.neu = 0,-9.5
jump.back = -4
jump.fwd = 4

[Movement]
airjump.num = 0      
airjump.height = 0  ;
yaccel = .5
stand.friction = .10  
crouch.friction = .10 




;----------------------------------------------
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
;anim = 601


[State 620, 534]
type = VelSet
trigger1 = time = 0
Y = 3

[State 601, 1]
type = VelSet
trigger1 = Vel X != 0
X = 0

[State -1, 23]
type = Selfstate
value = 2001
triggerall = p2statetype = S && p2movetype = H
trigger1 = command = "x"
trigger2 = var(50) = 1 && random%12 < AILevel
anim=2001

[State -1, 2]
type = Selfstate
value = 2001
triggerall = p2statetype = S && p2movetype = H
trigger1 = command = "y" || command = "b"
trigger2 = var(50) = 1 && random%12 < AILevel
anim=2030

;PUNCH HITS (HEY! NO BLOOD)
[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
;anim = 611

[State 620, 4]
type = VelSet
trigger1 = time < 5
X = -.1

[State 620, 534]
type = VelSet
trigger1 = time = 0
Y = 2

[State -1, 23]
type = Selfstate
value = 2001
triggerall = p2statetype = S && p2movetype = H
trigger1 = command = "x"
trigger2 = var(50) = 1 && random%12 < AILevel
anim=2001

[State -1, 2]
type = Selfstate
value = 2001
triggerall = p2statetype = S && p2movetype = H
trigger1 = command = "y" || command = "b"
trigger2 = var(50) = 1 && random%12 < AILevel
anim=2030


[State 611, 4]
type = Changestate
trigger1 = Pos Y = 0
value = 0

;---------------------------------------

[Statedef 24]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 27
;sprpriority = 2



[State 800, 1]
type = HitDef
Trigger1 = !movecontact; && enemy,numexplod(24) = 0&&p2stateno != 9010
damage = (p2stateno = 9010)
pausetime = 0,0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = HL          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
hitsound = -1
sparkno = -1          ;No spark
p2facing = 1       ;Force p2 to face KFM
p1stateno =25
p2stateno =  26
numhits = 0
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
fall.damage = ifelse((var(9) != 0 && p2life <= 250), (p2life-1), 250)
guard.kill = (Var(9) = 0)
id=100100100


[State 800, 2]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------
;me
[Statedef 25]
type    = S
movetype= A
physics = N
anim = 25
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 2323,0;F=common snd
volumescale=200


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=4,=0
value = F5,156;F=common snd




[State 40, 6]
type = playerpush
trigger1 = 1
value = 0


[State 2, blood111]
type = Helper
trigger1 = time = 2
ID = 30
stateno = 30
pos = 15, 70
postype = p1
persistent = 0
ignorehitpause = 1


[State 0, Turn]
type = Turn
trigger1 = animtime=0&&anim=25



[State 810, Bind 7]
type = TargetBind
trigger1 =time = 0
pos =70, -10
time = 10

[State 810, Bind 7]
type = TargetBind
trigger1 = time= 3
pos =80, -20
time = 10

[State 810, Bind 7]
type = TargetBind
trigger1 = time= 6
pos =90, -30
time = 10

[State 810, Bind 7]
type = TargetBind
trigger1 = time= 22
pos =40, -70
time = 1



[State 810, State End]
type = ChangeState
trigger1 = Animtime =  0
value = 0
ctrl = 1

;-------------
;en
[Statedef 26]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 6

[State 40, 6]
type = playerpush
trigger1 = 1
value = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = -110,-110
player = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 3,1;F=common snd
volumescale = 100



[State 0, VelSet]
type = VelSet
trigger1 = time = 22
x =15
y = 5

[State 7100, BLOOOOD!]
type = Explod
trigger1 = time = 3
anim = F7231+100*(const(data.sparkno))
postype = p1
sprpriority = 1
bindtime = 1
facing = -1
pos=0,-80
scale=.7,.7
ID=1212121212

[State 0, BLOOOOD!]
type = RemoveExplod
trigger1 = time = 22
id = 1212121212





[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5823

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 22
value = 26



[State 821, 4] ;Hit ground
type = SelfState
trigger1 =  time>22
trigger1 = pos y > 0
value = 5110

;--------------------



[Statedef 10101]
type    = S
movetype= H
physics = N
velset = 0,999
ctrl = 0
anim = 702

[State 9125, 0.3]
type = SprPriority
trigger1 = time = 0
value = 0

[State 9125, 2.6]
type = Posset
trigger1 = time = 0
Y = 900

[State 9125, OkayYouCanStop]
type = PalFX
trigger1 = time = 1
time = 1
add = 0, 0, 0
mul = 0, 0, 0

[State 9100, NoBGM]
type = AssertSpecial
trigger1 = Time >= 1
flag = nokoslow

[State 9125, 3]
type = Lifeadd
trigger1 = Time = 1
Value = -9999

[State 9125, 2]
type = Selfstate
trigger1 = Time = 20
value = 5150

;------------------------SPECIALLLLLLLL
[Statedef 2]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 20,0
anim = 2

[State 210, snd2]
type = Playsnd
trigger1 = AnimElem = 4
value = 4,16

[State 210, snd222]
type = Playsnd
trigger1 = AnimElem = 8
value = 3,9

[State 210, 2b]
type = HitDef
trigger1 = AnimElem = 8
trigger1 = p2stateno != 10210
attr = S, NA
animtype  = Medium
damage    = 150, 29
guardflag = L
;hitflag = MAF
pausetime = 20,2
sparkno = -1
guard.sparkno = -1
p2stateno = 10210
ground.type = Low
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 0
envshake.time = 30
envshake.freq = 90
envshake.ampl = 12
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)


[State 200, 7]
type = ChangeState
trigger1 = Animtime = 0
value = 5120
ctrl = 1

 ;------------------------------------
;;----------------
[Statedef 10210]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0

[State 10210, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 5300

[State 10210, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 9010


[State 9010, 034.1]
type = PosSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 10210, 3]
type = Selfstate
trigger1 = time = 120
value = 0
ctrl = 1

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = roundstate = 3
trigger1 = time = 100
value = 5050
ctrl = 1

;;----------------
[Statedef 10211]
type    = s
movetype= H
physics = S
velset = 0,0
ctrl = 0

[State 10211, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 5300

[State 9010, 034.1]
type = PosSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 10211, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 9010

[State 10211, 22]
type = LifeAdd
trigger1 = time = 1
value = -50

[State 10211, 22]
type = Playsnd
trigger1 = time = 1
value = 3,10
channel = 1 
lowpriority = 1

[State 10211, 22]
type = Playsnd
trigger1 = time = 1
value = 14,0
channel = 2
lowpriority = 2

[State 10211, 3]
type = Selfstate
trigger1 = time = 220
value = 0
ctrl = 1

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = roundstate = 3
trigger1 = time = 100
value = 5050
ctrl = 1

;---------------


;--------------------------

[Statedef -2]


;VAR(14):  0-normal 1-bersrk




[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = " combo # %d  ------ anmi %d"
params = var(1), var(11)

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(18138)=1
id = 18138
;ignorehitpause = 
;persistent = 






[State 0, ex]
type = Explod
triggerall = var(50) = 1
triggerall = time = 1
trigger1 = stateno = 225
trigger2 = stateno = 400
trigger3 = stateno = 2001 && anim = 2010 && random%2 = 0
trigger4 = stateno = 600 && random%2 = 0
trigger5 = stateno = 620 && random%2 = 0
ID = 1400
anim = 888
removetime = 80
ignorehitpause = 1

[State -2, Asser3t]
type = sprpriority
trigger1 = anim = 240 && animelemno(0) = [3,7]
value = -2

[State 0, throw-up]
type = Explod
triggerall = numexplod(1448) = 0
trigger1 = stateno = 431 && time = 1
trigger2 = stateno = 240 && movehit = 1
trigger3 = stateno = 249
trigger4 = stateno = 299
trigger5 = stateno = 25
anim = 888
ID = 1448
removetime = 1280
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 0, rem]
type = removeExplod
triggerall = numexplod(1448) > 0
trigger1 = enemy,ctrl
trigger2 = p2stateno = 5120 && p2statetype != L
trigger3 = p2stateno = [0,180)
ID = 1448
ignorehitpause = 1


[State -2, Asser3t]
type = AssertSpecial
trigger1 = var(26) = 1
triggerall = 1
flag = invisible

[State -2, Asser3t]
type = screenbound
trigger1 = numexplod(3663) > 0
value = 0
movecamera = 0,0


[State -2, PIT1]
type = Helper
;triggerall = teammode != simul
;triggerall = teammode != single
;triggerall = teammode != turns
;triggerall = numpartner = 0
triggerall = p2stateno != 713
triggerall = p2stateno != 712
triggerall = stateno != 713
triggerall = stateno != 712
trigger1 = roundstate = 0
trigger2 = roundstate = 2
trigger3 = roundstate = 1
trigger4 = roundstate != 3
trigger5 = roundstate != 4
;triggerall = roundno = 1
;triggerall = time = 0
triggerall = time = 5
triggerall = var(30) = 10000
triggerall = NumHelper(4301) < 1
triggerall = var(24) = 0
triggerall = var(24) != 1
triggerall = var(58) = 0
triggerall = var(58) != 1
ID = 4301
stateno = 43001
pos = 25, -110
postype = left


[State -2, at]
type = Helper
trigger1 = roundstate = 0
trigger2 = roundstate = 2
triggerall = var(30) = 10005
triggerall = 1
triggerall = NumHelper(767) < 1
ID = 767
stateno = 767
pos = 670, -10
postype = Left

[State -2, 2at]
type = Helper
trigger1 = roundstate = 0
trigger2 = roundstate = 2
triggerall = var(30) = 10005
triggerall = 1
triggerall = NumHelper(768) < 1
ID = 768
stateno = 767
pos = -670, -15
postype = Right


[State -2, Finim]
type = Explod
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = 1
triggerall = var(30) = 10006
triggerall = NumExplod(14) < 1
anim = 888
ID = 14
pos = 156*const(size.xscale),80*const(size.xscale)
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
removetime = -1

[State -2, Fn]
type = VelSet
trigger1 = NumExplod(18) = 1
trigger1 = 1
trigger1 = FrontEdgeDist <= 390
trigger2 = FrontEdgeDist >= 390
triggerall = var(30) = 10006
trigggerall = stateno = [0,9999]
X = 0

[State -2, Fin]
type = Changestate
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = 1
triggerall = var(30) = 10006
;triggerall = NumExplod(14) < 1
triggerall  = stateno = [0,650]
value = 770

[State 181, Finim]
type = Explod
triggerall = var(30) = 10006
trigger1 = 1
anim = F21
ID = 21
pos = 50,-140
postype = P1
;bindtime = -1
facing = 1
sprpriority = -5
;ontop = 1
ownpal = 1
removetime = -1

[State 181, Finim]
type = Null
trigger1 = var(30) = 10006
;trigger1 = 1
value = [0,650]

[State -2, Go2]
type = POSFREEZE
trigger1 = var(30) = 10006
trigger1 = life >= 1
VALUE = 1


[State -2, SUBWAY]
type = Explod
triggerall = time = 5
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(7878) = 0
triggerall = Numexplod(787) = 0
triggerall = var(30) = 10007
triggerall = var(6) = 0
anim = F78
ID = 7878
pos = 157,-25
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1

[State -2, subwayy]
type = VarSet
triggerall = var(30) = 10007
trigger1 = movetype = A
trigger2 = movetype = H
trigger3 = movetype = A
trigger4 = movetype = H
trigger5 = Numexplod(787) = 1
trigger7 = Numexplod(7878) = 1
trigger9 = p2movetype = A
trigger10 = p2movetype = H
trigger11 = p2movetype = A
trigger12 = p2movetype = H
V = 6
value = 1

[State -2, SUBWAYexx]
type = Explod
triggerall = time = 6
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(787) = 0
triggerall = var(30) = 10007
triggerall = var(6) = 0
anim = F888
ID = 787
pos = 157,-25
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1

[State -2,REMOVESUBWAY ]
type = REmoveexplod
trigger1 = stateno = 660
trigger2 = p2stateno = 660
trigger3 = stateno = 512
trigger4 = p2stateno = 512
ID = 7878

[State -2, coourty]
type = Explod
triggerall = time = 5
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(801) = 0
triggerall = Numexplod(802) = 0
triggerall = var(30) = 10010
triggerall = var(6) = 0
triggerall = p2name != "shao kahn,"
triggerall = p1name != "shao kahn,"
triggerall = p3name != "shao kahn,"
triggerall = p4name != "shao kahn,"
anim = F23
ID = 801
pos = 157,200
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1
scale = .92,.92

[State -2, courtyexx]
type = Explod
triggerall = time = 6
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(802) = 0
triggerall = var(30) = 10010
triggerall = var(6) = 0
anim = F888
ID = 802
pos = 157,-25
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1

[State -2, atasa]
type = Helper
trigger1 = roundstate = 0
trigger2 = roundstate = 2
triggerall = var(30) = 10008
triggerall = 1
triggerall = NumHelper(790) < 1
ID = 790
stateno = 790
pos = 950, 160
postype = Left

[State -2, pit3shao]
type = Explod
triggerall = time = 5
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(801) = 0
triggerall = Numexplod(802) = 0
triggerall = var(30) = 10002
triggerall = var(6) = 0
triggerall = p2name != "shao kahn,"
triggerall = p1name != "shao kahn,"
triggerall = p3name != "shao kahn,"
triggerall = p4name != "shao kahn,"
anim = F37
ID = 801
pos = 680,193
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1

[State -2, THRONE]
type = Helper
triggerall = p2name != "shao kahn,"
triggerall = p2stateno != 713
triggerall = p2stateno != 712
triggerall = stateno != 713
triggerall = stateno != 712
trigger1 = roundstate = 0
trigger2 = roundstate = 2
trigger3 = roundstate = 1
triggerall = time = 5
triggerall = var(30) = 10016
triggerall = NumHelper(810) < 1
triggerall = var(24) = 0
triggerall = var(24) != 1
triggerall = var(58) = 0
triggerall = var(58) != 1
ID = 810
stateno = 810
pos = 161, -50
postype = left

[State -2, stageID ]
type = VarSet
;triggerall = var(59) < 3
triggerall = var(30) = 0
trigger1 = ScreenPos Y = 10000 ;pit I
trigger2 = ScreenPos Y = 10001 ;bellpit 
trigger3 = ScreenPos Y = 10002 ;pit III
trigger4 = ScreenPos Y = 10003 ;prison
trigger5 = ScreenPos Y = 10004 ;blood
trigger6 = ScreenPos Y = 10005 ;saw
trigger7 = ScreenPos Y = 10006 ;bonus
trigger8 = ScreenPos Y = 10007 ;subway
trigger9 = ScreenPos Y = 10008 ;press
trigger10 = ScreenPos Y = 10009 ;karena
trigger11 = ScreenPos Y = 10010 ;courtyard
trigger12 = ScreenPos Y = 10011 ;balcony
trigger13 = ScreenPos Y = 10012 ;golden
trigger14 = ScreenPos Y = 10013 ;shouse
trigger15 = ScreenPos Y = 10014 ;pit2
trigger16 = ScreenPos Y = 10015 ;tomb
trigger17 = ScreenPos Y = 10016 ;throne
v = 30
value = floor( ScreenPos Y )

[State -2, Aser]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard

[State -2, Asert]
type = AssertSpecial
trigger1 = var(30) = 22
trigger2 = numexplod(4302) >= 1
flag = noBG
flag2 = noFG

[State -2, Balcony]
type = Helper
;triggerall = teammode != simul
triggerall = teammode != single
;triggerall = teammode != turns
triggerall = numpartner = 0
triggerall = p2stateno != 713
triggerall = p2stateno != 712
triggerall = stateno != 713
triggerall = stateno != 712
trigger1 = roundstate = 0
trigger2 = roundstate = 2
trigger3 = roundstate = 1
trigger4 = roundstate != 3
trigger5 = roundstate != 4
;triggerall = roundno = 1
;triggerall = time = 0
triggerall = 1
triggerall = var(30) = 10011
triggerall = NumHelper(711) < 1
triggerall = var(24) = 0
triggerall = var(24) != 1
triggerall = var(58) = 0
triggerall = var(58) != 1
ID = 711
stateno = 821
pos = 25, -110
postype = left

[State -2, balconyex2e]
type = VarSet
trigger1 = stateno = 713
trigger1 = p2stateno = 712
trigger2 = p2stateno = 713
trigger2 = stateno = 712
V = 22
value = 1

[State -2, balconyex2eds]
type = VarSet
trigger1 = stateno = 713
trigger1 = p2stateno = 712
trigger2 = p2stateno = 713
trigger2 = stateno = 712
V = 58
value = 1

[State -2, balconyex]
type = Explod
triggerall = numpartner = 0
triggerall = time = 0
triggerall = 1
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(712) < 1
triggerall = var(30) = 10011
anim = 888
ID = 712
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
removetime = -1

[State -2, ggg]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State -2, 34]
type = Playsnd
trigger1 = anim = 20 && animelem = 5
trigger2 = anim = 21 && animelem = 9
value = f20,12
volumescale = 200

[State -2, 34]
type = Playsnd
trigger1 = anim = 21 && animelem = 5
trigger2 = anim = 20 && animelem = 8
value = f20,11
volumescale = 200

[State -2, 34]
type = Playsnd
trigger1 = stateno = 40 && time = 1
value = f5,154

[State -2, 34]
type = null;Playsnd
trigger1 = animelem = 2 || animelem = 5 || animelem = 9
trigger1 = anim = [42,43]
value = f5,150

[State -2, 34]
type = Playsnd
trigger1 = anim = 100
trigger1 = animelem = 2 || animelem = 8
value = f5,320 + random%2
volumescale = 200




[State -2, 34]
type = Playsnd
triggerall = random%3 > 0
trigger1 = animelemtime(2) = 1
trigger1 = stateno = 600 || stateno = 610 || stateno = 620 || stateno = 400 || stateno = 420 || stateno = 240 || stateno = 430
trigger2 = stateno = 210 || stateno = 225
trigger2 = animelemtime(4) = 1
value = 2,12
channel = 3

[State -2, 34]
type = Playsnd
triggerall = animelemtime(2) = 1
triggerall = random%4 = 0
trigger1 = stateno = [200,201]
trigger2 = stateno = [220,221]
trigger3 = stateno = 245
trigger4 = stateno = 220
trigger5 = stateno = 410
value = 2,12
channel = 3

[State -2, 34]
type = Playsnd
trigger1 = time = 3
triggerall = random%4 = 0
trigger1 = stateno = 240 || stateno = 430
value = 2,16
channel = 3


[State -2, 34]
type = Playsnd
triggerall = time = 0
trigger1 = p2stateno = [600,621]
triggerall = movetype = H
triggerall = stateno != [120,155]
value = 3,8 - 5*(random%3 > 0)
channel = 3

[State -2, 4]
type = Playsnd
triggerall = time = 1
trigger1 = Anim = 5000
trigger2 = Anim = 5010
trigger3 = Anim = 5020
triggerall = movetype = H
value = 3,8 - random%4
channel = 3
persistent = 1

[State -2, 4.1]
type = Playsnd
triggerall = Time = 1
triggerall = anim != [100, 300]
triggerall = anim != [5000, 5025]
triggerall = stateno != 12001
triggerall = p2stateno != 25
triggerall = anim != [5035, 5050]
triggerall = anim != [5080, 5100]
triggerall = anim != [5110, 9999]
triggerall = stateno != 5150
triggerall = p2stateno != 245
triggerall = p2stateno != 1001
triggerall = p2statetype != A
trigger1 = movetype = H
trigger1 = gethitvar(isbound) = 0
triggerall = p2stateno != [3000,3999]
triggerall = stateno != [9000,9999]
value = 3,0 + random%3
channel = 3

[State -2, jumpup]
type = null;PlaySnd
triggerall = anim = 40
trigger1 = time = 4
value = 3,9
channel = 3




[State -2, nd]
type = PlaySnd
triggerall = anim  = 441
trigger1 = animelem = 7
trigger2 = animelem = 9
value = F7,0
channel = 3

[State -2, ndsd]
type = PlaySnd
triggerall = anim  = 441
trigger1 = time = 2
channel = 4
value = 4,1

[State -2, 23ndsdert]
type = PlaySnd
triggerall = anim  = 441
trigger1 = time = 2
trigger2 = time = 4
channel = 5
value = 1,1

[State -2, nd34sd]
type = PlaySnd
triggerall = stateno  = 2457
trigger1 = time = 6
channel = 4
value = 4,1

[State -2, 23ndsd]
type = PlaySnd
triggerall = stateno  = 2457
trigger1 = time = 2
trigger2 = time = 4
channel = 5
value = 1,1


[State =2, Bolt]
type = Superpause
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 28
trigger6 = time = 35
trigger7 = time = 42
trigger8 = time = 53
trigger9 = time = 66
triggerall = anim = 441
anim = 3
darken = 0
time = 0
pos = 0,-110

[State -2, Bt]
type = Superpause
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 28
trigger6 = time = 35
trigger7 = time = 42
trigger8 = time = 53
trigger9 = time = 66
triggerall = anim = 441
anim = 1
darken = 0
time = 0
pos = -5,-110



[State =2, Boltdfg]
type = Superpause
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 28
trigger6 = time = 35
trigger9 = time = 66
triggerall = anim = 701
anim = 3
darken = 0
time = 0
pos = 10,-70

[State -2, Btdfg]
type = Superpause
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 28
trigger6 = time = 35
trigger7 = time = 42
triggerall = anim = 701
anim = 1
darken = 0
time = 0
pos = 0,-65

[State -2, sh]
type = EnvShake
triggerall = anim = 441
trigger1 = Animelem = 7
trigger2 = Animelem = 9
freq = 110
time = 15
ampl = -10


[State -2, shdgf]
type = Playsnd
triggerall = anim = 701
trigger1 = Animelem = 4
trigger2 = Animelem = 6
value = F7,0

[State -2, shxcv]
type = EnvShake
triggerall = anim = 701
trigger1 = Animelem = 4
trigger2 = Animelem = 6
freq = 110
time = 15
ampl = -10


[State -2, shdfghfgf]
type = Playsnd
triggerall = anim = 701
trigger1 = time = 27
value = F7,0

[State -2, shfxcv]
type = EnvShake
triggerall = anim = 701
trigger1 = time = 27
freq = 80
time = 10
ampl = -10

[State -2, Goer]
type = RemoveExplod
trigger1 = MoveGuarded
trigger2 = p2stateno = [0,4999]
trigger3 = p2stateno = 120
trigger4 = p2stateno = 130
trigger5 = p2stateno = 9010
triggerall = time >= 10
ID = 7088

; Carga completa al empezar los rounds
[State -2, cargabarra]
type = PowerAdd
trigger1 = RoundState != 2
value = 3000

[State -2, runbar]
type = VarSet
trigger1 = time = 0
v = 47
value = power

; recarga de barra de run

[State -2, cargabarra]
type = PowerAdd
trigger1 = command != "run"
trigger1 = command != "holdfwd"
trigger1 = var(47) > 0
trigger2 = command != "run"
trigger2 = command != "holdfwd"
trigger2 = NumExplod(7081) = 0
trigger2 = var(47) <= 0
trigger3 = command != "run"
trigger3 = command = "holdfwd"
trigger3 = var(47) > 0
trigger4 = command != "run"
trigger4 = command = "holdfwd"
trigger4 = NumExplod(7081) = 0
trigger4 = var(47) <= 0
trigger5 = command = "run"
trigger5 = command != "holdfwd"
trigger5 = var(47) > 0
trigger6 = command = "run"
trigger6 = command != "holdfwd"
trigger6 = NumExplod(7081) = 0
trigger6 = var(47) <= 0
triggerall = NumExplod(7080) = 0
value = power + (time*62);62.5 es en arcade

[State -3, Shake on Ground hit]
type = EnvShake
trigger1 = stateno = 5100
freq = 110
time = 10
ampl = -5

;=============================
[Statedef 19100]; VS screen
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
anim = 888
ctrl = 0

[State 0, temp]
type = assertspecial
trigger1 = 1
flag = nobardisplay
flag2 = intro

[State 0, clear]
type = assertspecial
trigger1 = 1
flag = nomusic
flag2 = timerfreeze

[State 0, clear]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 0, offset]
type = varset
trigger1 = time = 0
v = 11
value = 146

[State 0, shadow]
type = Explod
trigger1 = time = 0 
anim = 9200
ID = 901
pos = ifelse(teamside = 1,-400,720),0
facing = ifelse(teamside = 1,1,-1)
postype = left
bindtime = -1
sprpriority = 6


[State 0, base]
type = Explod
trigger1 = time = 0 
anim = 9200
ID = 900
pos = ifelse(teamside = 1,-400,720),0
facing = ifelse(teamside = 1,1,-1)
postype = left
bindtime = -1
scale = 0.75,0.75
ontop = 1
ownpal = 1

[State 0, blood]
type = Explod
trigger1 = time = 0 
anim = 9201
ID = 900
pos = ifelse(teamside = 1,-400,720),0
facing = ifelse(teamside = 1,1,-1)
postype = left
removetime = -1
scale = 0.75,0.75
ontop = 1
ownpal = 1



[State 0, end]
type = selfstate
trigger1 = time = 0
value = 19101

